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Sprite priority?
#9
I agree, Red Zone and Batman & Robin for megadrive have some effects that I can't figure how to replicate with tilengine...

When I designed tilengine I was pursuing the raster effects thing, but I didn't want to replicate other limitations artificially. There are many areas where tilengine is much more friendly to work with -I should make a list-, but it inherits features that were used for creative effects, as the per-column vertical offset or tile-based priority.

I'm working in the lacking documentation, when I finish it i have to give a look to the pico-8. This system, as a standard, is good for creativity: everybody works with the same resolution, colors, sounds and processing power. You have a finite set of choices that forces you to be creative and efficient. This was one of the big great points of 8-bit home computers: fixed restrictions for everybody. The other was accessibility to programming: power on, take the manual and start making experiments.

In today's systems it's easy to get lost: an endless sea of possibilities, no fixed limitations, stacks of abstraction layers, countless languages, engines and development environments... too much freedom is not always good for creativity and getting focused.
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Messages In This Thread
Sprite priority? - by plot_hole - 08-29-2017, 07:59 AM
RE: Sprite priority? - by megamarc - 08-29-2017, 08:29 PM
RE: Sprite priority? - by plot_hole - 08-31-2017, 08:54 AM
RE: Sprite priority? - by megamarc - 08-31-2017, 05:02 PM
RE: Sprite priority? - by plot_hole - 09-02-2017, 03:23 AM
RE: Sprite priority? - by Domarius - 09-02-2017, 08:20 AM
RE: Sprite priority? - by megamarc - 09-02-2017, 11:58 PM
RE: Sprite priority? - by Domarius - 09-03-2017, 10:42 AM
RE: Sprite priority? - by megamarc - 09-03-2017, 07:08 PM
RE: Sprite priority? - by Domarius - 09-03-2017, 09:23 PM

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